Effectiveness of a Behavior Change Technique-Based Smartphone Game to Improve Intrinsic Motivation and Physical Activity Adherence in Patients With Type 2 Diabetes: Randomized Controlled Trial [0.03%]
基于行为改变技术的手机游戏对2型糖尿病患者内在动机和身体活动依从性影响的随机对照试验
Christoph Höchsmann,Denis Infanger,Christopher Klenk et al.
Christoph Höchsmann et al.
Background: Regular physical activity (PA) is an essential component of a successful type 2 diabetes treatment. However, despite the manifest evidence for the numerous health benefits of regular PA, most patients with typ...
Energy Expenditure and Enjoyment During Active Video Gaming Using an Adapted Wii Fit Balance Board in Adults with Physical Disabilities: Observational Study [0.03%]
使用改良版Wii平衡板的主动视频游戏的能量消耗和乐趣观察性研究:成人身体残疾患者中的应用
Laurie A Malone,Mohanraj Thirumalai,Sangeetha Padalabalanarayanan et al.
Laurie A Malone et al.
Background: Individuals with physical disabilities have fewer opportunities to participate in enjoyable physical activity. One option for increasing physical activity is playing active video games (AVGs); however, many AV...
Young People's Knowledge of Antibiotics and Vaccinations and Increasing This Knowledge Through Gaming: Mixed-Methods Study Using e-Bug [0.03%]
青年的抗生素和疫苗知识及其通过游戏化方式提高这种知识水平的混合方法研究:使用e-Bug
Charlotte Victoria Eley,Vicki Louise Young,Catherine Victoria Hayes et al.
Charlotte Victoria Eley et al.
Background: e-Bug, led by Public Health England, educates young people about important topics: microbes, infection prevention, and antibiotics. Body Busters and Stop the Spread are 2 new e-Bug educational games. ...
A Novel Clinician-Orchestrated Virtual Reality Platform for Distraction During Pediatric Intravenous Procedures in Children With Hemophilia: Randomized Controlled Trial [0.03%]
一种新型的由医护人员操作的分心用虚拟现实平台在血友病儿童进行静脉穿刺程序中的随机对照试验
Amy Dunn,Jeremy Patterson,Charmaine F Biega et al.
Amy Dunn et al.
Background: Needles are frequently required for routine medical procedures. Children with severe hemophilia require intensive intravenous (IV) therapy to treat and prevent life-threatening bleeding and undergo hundreds of...
How LGBT+ Young People Use the Internet in Relation to Their Mental Health and Envisage the Use of e-Therapy: Exploratory Study [0.03%]
有关LGBT青年人如何使用互联网及其心理健康和设想使用在线治疗的探索性研究
Mathijs Lucassen,Rajvinder Samra,Ioanna Iacovides et al.
Mathijs Lucassen et al.
Background: Lesbian, gay, bisexual, and transgender (LGBT) youth and other young people diverse in terms of their sexuality and gender (LGBT+) are at an elevated risk of mental health problems such as depression. Factors ...
Potential of an Interactive Drug Prevention Mobile Phone App (Once Upon a High): Questionnaire Study Among Students [0.03%]
关于面向学生的互动式药物预防手机应用(高途冒险)的潜在作用的研究问卷研究
Máté Kapitány-Fövény,Eszter Vagdalt,Zsófia Ruttkay et al.
Máté Kapitány-Fövény et al.
Background: In recent years, drug prevention networks and drug education programs have started using Web-based or mobile phone apps as novel prevention tools, testing their efficacy compared with face-to-face prevention. ...
Creating a Theoretically Grounded, Gamified Health App: Lessons From Developing the Cigbreak Smoking Cessation Mobile Phone Game [0.03%]
基于理论的戒烟手机游戏希克布雷克的研发经验教训
Elizabeth A Edwards,Hope Caton,Jim Lumsden et al.
Elizabeth A Edwards et al.
Background: Gaming techniques are increasingly recognized as effective methods for changing behavior and increasing user engagement with mobile phone apps. The rapid uptake of mobile phone games provides an unprecedented ...
Emotion-in-Motion, a Novel Approach for the Modification of Attentional Bias: An Experimental Proof-of-Concept Study [0.03%]
一种新颖的注意力偏向修正方法——“情绪与运动”结合:概念验证实验研究
Lies Notebaert,Ben Grafton,Patrick Jf Clarke et al.
Lies Notebaert et al.
Background: Individuals with heightened anxiety vulnerability tend to preferentially attend to emotionally negative information, with evidence suggesting that this attentional bias makes a causal contribution to anxiety v...
Developing Digital Games to Address Airway Clearance Therapy in Children With Cystic Fibrosis: Participatory Design Process [0.03%]
参与式设计过程:开发数字游戏以解决儿童囊性纤维化患者的呼吸道清除疗法问题
Fabio Balli
Fabio Balli
Background: Children affected with cystic fibrosis do respiratory exercises to release the mucus stuck in their lungs. Objective: The o...
Implementations of Virtual Reality for Anxiety-Related Disorders: Systematic Review [0.03%]
用于与焦虑相关的疾病的虚拟现实实现:系统回顾
Theodore Oing,Julie Prescott
Theodore Oing
Background: Although traditional forms of therapy for anxiety-related disorders (eg, cognitive behavioral therapy, CBT) have been effective, there have been long-standing issues with these therapies that largely center ar...